Added a quote from an article
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I read in an article about magic being affected by the environment. What if in the ATB system, magic was affected by what type of terrain you were fighting on? Like, if you were in a volcano, fire magic was more powerful, but ice magic was weaker?
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I read in an article about magic being affected by the environment. What if in the ATB system, magic was affected by what type of terrain you were fighting on? Like, if you were in a volcano, fire magic was more powerful, but ice magic was weaker?
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Unless you had an ice crystal to draw magic from, which makes up for the lack of ice magic sources, but the crystals only had limited amount of uses?
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Unless you had an ice crystal to draw magic from, which makes up for the lack of ice magic sources, but the crystals only had limited amount of uses?
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source: http://www.gamasutra.com/blogs/EvanJones/20130701/195361/Fewer_Options_More_Meaningful_Choices.php
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Compare the tension created by this dynamic to that of the lack of drama inherent in the item system of most Final Fantasy titles. In those games, characters can suffer from a variety of status impairments that last for many battles (poison, blindness, silence, etc.) Each ailment has its own respective curative item that can cure no other ailments. Because the player is not limited by inventory space, she can always carry a wide selection of curative items at all times. Status ailments never feel particularly threatening: removing them is simply a chore to be dealt with rather than an interesting decision to be made. This also reduces the impact of items that can cure any ailment - why should a player be excited to gain access to these panaceas when she’s always had the ability to easily cure any ailment? The choice of what items to bring is rendered unimportant by the large amount of available inventory space.
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